Iridar

Make your hunter more epic with custom sounds! #2

21 posts in this topic

HOW TO ADD YOUR OWN SOUNDS

There are several ways to attach custom sounds to events and abilities. The easiest way is to use the TellMeWhen addon:

This addon has a huge amount of features, and can be overwhelming to try and figure out, but it's definitely worth the effort, because you can track almost anything with it.

Basic idea is to create a new icon, that will show on "succesfful cast" combat event, and play a custom sound when that happens. You don't actually need the icon to show up, so check "always hidden" checkbox. 

WeakAuras is a popular alternative that can do this as well.

SOUND REPOSITORY

1. Sounds for activating and deactivating Trueshot and any other burst:

Sound\Spells\SPELL_InfraredHeatFocals_On_01.ogg
Sound\Spells\SPELL_InfraredHeatFocals_Off_01.ogg

These are stored in WoW files, so you don't need to download them, just use these sound paths in TellMeWhen.

2. Marksmanship Hunter Sound Pack (12 files)

DOWNLOAD LINK

Includes: Aimed Shot, Piercing Shot, Counter Shot, Binding Shot (one sound for cast, one for stun), Black Arrow, Arcane Shot, Multi Shot, Bursting Shot, Bloodlust (Heroism, etc), Chimaera Shot (remnant of the old days).

You can configure TellMeWhen yourself or just import this group:

^1^T^SGUID^STMW:group:1NmLcc4uR6x1 ^SPoint^T ^Sy^F-7582816001186868 ^f-48^Sx ^F5757956412528398^f-47 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/aimed.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/powershot.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^SSPELL_AURA_APPLIED_DOSE^B ^t^SType^Scleu ^SSourceUnit^Splayer ^SCLEUDur^N1 ^SName^S117526 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^SEnabled^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/multishot.mp3 ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/bursting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SShowTimer^B ^SType^Sbuff ^SName^SBurstHaste;~`178207 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound\shared\sounds\announcer\female\first_blood.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^N12^T ^SShowTimer^B ^SType^Sbuff ^SName^S34477 ^SShowTimerText^B ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/misdirecting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^t^SName^SMM~`Sounds ^t^N81209^S~`~| ^Sgroup^N10 ^^

!!! Put sound files into this folder: World of Warcraft\Sound\MM

3. More sound files (29 files)

DOWNLOAD LINK

Includes: gunshot and blaster sounds, weapon loading sounds, shattered glass. Possible sound effects for A Murder of Crows, Stampede, Kill Command, Cobra Shot.

4. Classic WoW Gunshot Sounds

DOWNLOAD LINK

Warlords of Draenor replaced classic gunshot sounds with new, terrible, muffled sounds. To bring old sounds back, just put the sound files into this folder: World of Warcraft\Sound\Spells

 

This is just an example of what I'm using. I encourage all of you to seek your own custom sounds that would make your gameplay more epic and unique.

STANDALONE ADDONS WITH CUSTOM SOUNDS

BARRAGE

DOWNLOAD LINKS: STANDARD | ALTERNATIVE SOUND (STANDALONE)

MARKED SHOT

DOWNLOAD LINK

TRISTANA'S VOICEPACK FOR GNOME MARKSMANSHIP HUNTERS

DOWNLOAD LINK

Edited by Iridar

Share this post


Link to post
Share on other sites

Initially I wasn't gonna bother with using a bow, always preferred a gun, but Thas'dora conquered my heart with a sexy quiver, so I made a complete sound set for a bow as well.

Barrage sound isn't where it should be, but functionality is there if you want to use your own sounds.

This sound set has three components:

1. Addon: Epic Hunter Barrage Alt 2

2. Addon: Epic Hunter Marked Shot Alt

3. A TellMeWhen group for all other shots.

Download this sound pack, and extract it into:

World of Warcraft\Sound\MMA

Then import this TellMeWhen group:

^1^T^SGUID^STMW:group:1NnDLUwimnJj ^SPoint^T ^Sy^F-4991730950986790 ^f-48^Sx ^F6333783077248028^f-49 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SType^SLua ^SLua^S--~`<Untitled~`Lua~`Code>~J ~J local~`icon~`=~`...~J ~J --Your~`code~`goes~`here:~J ~J local~`SOUNDS~`=~`{~J ~`~`~`~`"Sound\\MMA\\attack_1.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_2.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_3.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_4.ogg",~J }~J ~J PlaySoundFile(SOUNDS[random(#SOUNDS)],~`"SFX"); ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670;~`204147 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED_DOSE^B ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^t^SType^Scleu ^SCLEUDur^N1 ^SName^S117526 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult_impact.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^SЖивость ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/hunter_heal.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^t^SName^SMM~`Sounds~`bow ^t^N81209^S~`~| ^Sgroup^N11 ^^

Here is a backup download link for all 3 files.

Edited by Iridar

Share this post


Link to post
Share on other sites

wow this is really cool. I'd like one for arcane mage, i want to hear "PEW PEW PEW" every time i cast arcane missles

Share this post


Link to post
Share on other sites

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Share this post


Link to post
Share on other sites
32 minutes ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Huh. I don't actually use Sidewinders so I hadn't considered this issue. Yes, it's definitely possible. I'll get on that some time tomorrow. I'll post a lua code for you and update the addon download links.

Share this post


Link to post
Share on other sites
10 hours ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Solved the issue. 

Just replace the whole addon's code with this:

SoundChannel = "SFX" -- other channels: master, SFX, Music, Ambience

local SOUNDS = {

"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_1.ogg",
"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_2.ogg",

}



Marked_Shot_Cast = 0

local frame6 = CreateFrame("FRAME");
frame6:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame6:SetScript("OnEvent", function(self, event, source, name, unk, unk2, spellID)

	if (event == "UNIT_SPELLCAST_SUCCEEDED") then
		if (source == "player") then
			if (spellID == 185901) then
			Marked_Shot_Cast = 1
			else
			Marked_Shot_Cast = 0
			end
		end
	end
end);

local frame7 = CreateFrame("FRAME");
frame7:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
frame7:SetScript("OnEvent", function(self, event, ...)
	local timestamp, type, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags = ...

	if (event == "COMBAT_LOG_EVENT_UNFILTERED") then
		if (type == "SPELL_AURA_APPLIED" or type == "SPELL_AURA_REFRESH") then
			local name = select(5, ...)
			local debuff_ID = select(12, ...)
			if (name == UnitName("player") and debuff_ID == 187131 and Marked_Shot_Cast == 1) then
				PlaySoundFile(SOUNDS[random(#SOUNDS)], SoundChannel);


			end
		end
	end
end);

It will play the sound when you refresh or apply Vulnerable only if your last cast was Marked Shot. 

Edited by Iridar
  • Like 1

Share this post


Link to post
Share on other sites

Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

Share this post


Link to post
Share on other sites
28 minutes ago, Voltric said:

Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

I had to write my own addon, I don't think it's possible to do that with TellMeWhen itself. 

I run the /eventtrace chat command and discovered that UNIT_SPELLCAST_SUCCEEDED event fires each time Barrage fires a shot, and attached a sound playback to that event. 

With more haste Barrage fires shots faster, so the event fires faster, and sound plays back faster. There's no actual dependency on haste. 

This is the whole addon: 

local BARRAGE_CAST = {
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_1.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_2.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_3.ogg",
}

local frame5 = CreateFrame("FRAME");
frame5:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame5:SetScript("OnEvent", function(self, event, unit, SpellName)
	if (SpellName == GetSpellInfo(120361) and unit == "player") then 
		PlaySoundFile(BARRAGE_CAST[random(#BARRAGE_CAST)], "SFX"); 
	end
end);

The same framework can be used to attach a random sound to any event. It's just usually easier to do with TellMeWhen if you already have a sound library in WoW's folder and doesn't require any code writing. 

TellMeWhen's capabilities are immense, but there are some things it can't do, like this or tracking overkill damage. 

Share this post


Link to post
Share on other sites

Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

Share this post


Link to post
Share on other sites
2 hours ago, Ohsnap said:

Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Feel free to replace the sound effect with your own in the addon folder.

---

To import a group into TellMeWhen, you have to paste its code into a tiny black text field in the bottom right of the TMW configuration window. 

Next to the text field there is an "Import / Export / Restore" button. Press it after you paste the code and follow the menus.

It should look something like this: Import -> From String -> Group X -> Copy whole group -> Create new profile group.

There could be a popup window warning you about importing LUA code. Accept it. 

I'm translating these menu names from Russian, so they could be slightly different in English, but I'm sure you'll find your way. Let me know if you have any difficulties or an idea of a new cool sound effect.

Share this post


Link to post
Share on other sites
9 minutes ago, Iridar said:

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

Edited by Ohsnap

Share this post


Link to post
Share on other sites
56 minutes ago, Ohsnap said:

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

It's installed like any other addon, into Interface -> Addons.

Share this post


Link to post
Share on other sites
9 minutes ago, Iridar said:

It's installed like any other addon, into Interface -> Addons.

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

Share this post


Link to post
Share on other sites
14 hours ago, Ohsnap said:

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

Check out this Beast Mastery sound pack: http://iridar.net/wow-addons-epic-hunter-sounds/#Beast_Mastery_Sound_Pack_10_files

These sounds can be attached via TellMeWhen. 

Yes, you can get more sounds from other games. This is called "ripping" or "extracting" and it's different for each game.

Sometimes it's as simple as finding .ogg, .mp3 or .wav files inside game folder, but most games package their files, and usually it's a proprietary, encrypted format. These can be opened as well, but requires individual approach for each game. 

I got most of my sound files from Heroes of Newerth, its packages can be opened just by winrar. Extracting Tristana's voice lines from League of Legends was more tricky.

In the end, there is always a surefire way to just record the sound from the game itself, but naturally there can be issues with other sounds getting in the way.

Share this post


Link to post
Share on other sites

Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Edited by huknwow

Share this post


Link to post
Share on other sites
9 hours ago, huknwow said:

Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Well, it's supposed to just work after that. Make sure that the addon is enabled in the "addons" menu on the character select screen.

And see if any of the other Marked Shot addons work.

Share this post


Link to post
Share on other sites

Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

Share this post


Link to post
Share on other sites
10 hours ago, zyrcona said:

Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

Sorry, no. It's not my work. Somebody else did it, I'm just reposting. 

In theory, it is simple - we need to just open WoW archive files and find the path to current sound files. However, since blizzard changed the archive format from MPQ to something else, it's not as easy to just open them now, and I wasn't able to figure out how.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Sharken808
      Hey guys,
      Before you start any transmog farm ensure you have the following addons:
      https://mods.curse.com/addons/wow/lootappraiser
      https://mods.curse.com/addons/wow/tradeskill-master
      The farm i will be doing is located in the vanilla blackwing lair raid,
      This can be done with only a few characters as you require 2 things:
      - A way to drop combat such as invisibility or feign death
      - Magical damage such as arcane explosion for mages or hunter trap 
      the best option is still to use mage and even better would be a nightelf mage as you would have shadowmeld and invisibility.
      A detailed video on any information you may need.
      https://www.youtube.com/watch?v=fiboRlLf-zY
      Thanks for your time and i hope you get some nice stuff.
    • By Athenior
      "For AoE there are two options. The first of these is Loramus Thalipedes' Sacrifice, further increasing the power of  Fel Rush for each subsequent target you charge through, though recent changes have diminished how powerful this is. 7.2 has extended this to apply with the first target hit, but are still unremarkable."
      This may sound stupid but I was hoping someone could just help me clarify this last sentence of this section. "7.2 has extended this to apply with the first target hit, but are still unremarkable." I'm a bit confused as to what this means. Is this sentence saying that the damage is "unremarkable" in a good way? Or bad way? I've just received the legendary boots and am trying to see if they're a good choice in fights with a lot of adds. 
      Thank you for your time. 
    • By Taan
      Hi, boys and girls!
      I recently played Evo-Shaman again (Brian Kiblers version basically), after having a lot of fun (and frustration) at the beginning of Whispers of the old Gods with an Evo-Deck and trying the Jade version in Mean Streets of Gadgetzan. But all the time I played it, it felt like I had a lot of bad luck with Evolve. Always getting something worse than I had before. So now I tried to prove myself wrong by doing some math (or counting). And I want to share my results with you! Enjoy!
       
      First off the five different classes:
      Bomb : possibly gamewinning. Overwhelming stats and/or powerful abilities. The best you can get for this price (e.g. Succubus, Savannah Highmane, Aya Blackpaw, Cairne Bloodhoof)
      Better : better stats than before (e.g. 2/3 from evolving a Totem) or a some kind of useful effect (e.g. Deathrattle) (e.g. Kindly Grandmother, Ornery Direhorn, Argent Commander)
      Mediocre : underwhelming stats or a downside / probably useless effect. (e.g. Scavenging Hyena, Frozen Crusher, Cabal Shadow Priest)
      Bad : worse than before. Terrible stats compared to other cards of the same cost (e.g. Grimestreet Outfitter, Nerubian Prophet)
      Awful : cards that can make you loose the game, are entirely useless in most situations or have extremly bad stats (e.g. Doomsayer, Ancient Watcher, Big-Time Racketeer)
       
      And some important things to considerate:
      cards are evaluated like if you are ahead or equal to your opponent (e.g. Abomination is Aweful)
      cards with useful effects are evaluated compared to an every day situation with a somewhat aggressive Evolution-Shaman-Deck. Likewise minions like The Voraxx are Bad, because you will not be able to use there ability.
      Minions with one Health are most of the time Bad
      Minions are compared to other minions you can get. Likewise nearly any 6-drop is better than the 2/2 from Doppelgangster but getting a Fight Promoter is still bad.
      Minions are partly evaluated like you would evolve them at the end of your turn and/or after you played them (so with not much mana left), as you most of the time would do. Likewise minions with triggered abilities like Gadgetzan Auctioneer are most of the time Bad.
      Of course Battlecries doesn't matter at all.
      Jades can get pretty much any manacost, so they fit everywhere.
      Aya Blackpaw is evaluated like if you get her while playing other Jade-cards in your deck (as you normally do in Evo-Shaman) otherwise she is mediocre.
      Finally some cards are very debatable and fit more in between classes, so you might come up with different results sometimes (e.g. Nat Pagle)
       
      Evolve List
      Instructions
      --------------------------------
      Costs of the minion you want to evolve (examples in common Evo-Shaman-Decks) →
      Class (e.g. Better) Number of cards ( I = one card, IIIII = 5 cards) (Best / Worse cards you can get) [chance of getting something aweful in %] - total number
      ---------------------------------
       
      0-Mana: nothing
       
      1-Mana (HP-Totems, Murloc-Tokens, Fire Fly, Patches the Pirate, Bloodsail Corsair) →
      Bomb IIIII II (e.g. Millhouse Manastorm, Cornered Sentry) - 7
      Better IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII IIIII - 45
      Mediocre IIIII IIIII IIIII IIIII I - 21
      Bad IIIII IIIII I - 11
      Awful III (e.g. Doomsayer) [3,45%] - 3
       
      Charge: 1 (1,2% chance)
      Taunt: 7 (8,1% chance)
       
      2-Mana (Flametongue Totem, Primalfin Totem) (3/3 vanilla is mediocre) →
      Bomb IIIII III (e.g. Injured Blademaster, Shaku, the Collector) - 8
      Better IIIII IIIII IIIII IIIII IIIII IIIII - 30
      Mediocre IIIII IIIII IIIII IIIII IIIII IIIII I - 31
      Bad IIIII IIIII IIIII IIIII IIIII IIIII II - 32
      Awful III (e.g. Unlicensed Apothecary) [2,88%] - 3
       
      Charge: 1 (0,96% chance)
      Taunt: 10 (9,6% chance)
       
      3-Mana (Mana Tide Totem, Stonehill Defender) (4/4 vanilla is mediocre)→
      Bomb IIII (e.g.Flamewreathed Faceless, Twilight Summoner) - 4
      Better IIIII IIIII IIIII IIIII IIIII II - 27
      Mediocre IIIII IIIII IIIII IIIII IIIII I - 26
      Bad IIIII IIII IIIII IIIII IIIII IIIII I - 31
      Awful I (Faceless Shambler) [1,11%] - 1
       
      Charge: 2 (2,2% chance)
      Taunt: 10 (11,2% chance)
       
      4-Mana (Jinyu Waterspeaker) (5/5 or 5/4 or 4/5 vanilla is mediocre)→
      Bomb IIIII I (e.g. Earth Elemental, Grimestreet Enforcer) - 6
      Better IIIII IIIII IIIII III - 18
      Mediocre IIIII IIIII IIIII IIIII III - 23
      Bad IIIII IIIII IIIII IIIII - 20
      Awful IIIII (e.g. Abomination, Bomb Squad) [6,94%] - 5
       
      Charge: 2 (2,8% chance) (Doomguard and Leeroy Jenkins)
      Taunt: 11 (15,3% chance)
       
      5-Mana (Doppelgangster) (5/5 vanilla is mediocre)→
      Bomb IIIII (e.g. Kabal Trafficker) - 5
      Better IIIII IIIII IIIII II - 17
      Mediocre IIIII IIIII IIIII IIII - 19
      Bad IIIII IIIII - 10
      Awful III (e.g. Big-Time Racketeer) [5,55%] - 3
       
      Charge: 2 (3,7% chance)
      Taunt: 9 + Hogger (16,7% chance)
       
      6-Mana (Thing from Below) (6/6 vanilla is mediocre)→
      Bomb I (Swamp King Dred) - 1
      Better IIIII IIIII II - 12
      Mediocre IIIII I - 6
      Bad IIIII IIIII I -11
      Awful I (Baron Geddon) [3,22%] - 1
       
      Charge: 0 (0% chance)
      Taunt: 4 (12,9% chance)
       
      Summary:
      It seems that you can get a lot of good stuff (mainly 2/3s and 3/2s) from evolving 1-Mana-minions like your totems and Primalfin-Murlocs. The danger of getting Doomsayer seems pretty low (1,3%).
      Evolving 2-Mana-Minions seems pretty good too. You get a decent chance of getting real big bombs and high-value-cards, but there is also some pretty bad stuff. Also you have to evolve your valuable totems (these are your 2-Mana-Minions most of the time).
      Evolving 3-, 4-, 5- and 6-Mana-minions are pretty much 50/50. They got a lot of awesome stuff, but also some pretty bad results.
      Especially the 5-Mana Evolve is important, since you will often get three 6-drops from one 5-drop (Doppelgangster), so getting a bunch of 4/5s is still awesome.
      Jades will probably turn into something similar or worse most of the time.
    • By Tiqqle
      Hi all
      I put together a quick video walking through my UI setup for Elemental Shaman going into 7.2.5. I mostly PvP, but also do some PvE. Specifically the weakaura setup is really REALLY impressive - and it was made by a cool guy named Notes. I'll include the list of addons here too !!:
      Link: 
       
      List of addons reviewed during the view:
      1. FontDamageChanger
      https://mods.curse.com/addons/wow/font-damage-changer
      2. Gladius
      https://mods.curse.com/addons/wow/gladius
      3. OmniBar
      https://mods.curse.com/addons/wow/omni-cc
      4. Quartz
      https://mods.curse.com/addons/wow/quartz
      5. Shadowed Unit Frames
      https://mods.curse.com/addons/wow/shadowed-unit-frames
      6. Tidy Plates
      https://mods.curse.com/addons/wow/tidy-plates
      7. WeakAuras 2
      https://mods.curse.com/addons/wow/weakauras-2
      -Elemental skills: https://wago.io/EyLr69RUZ
      -Maelstrom bar: https://wago.io/4J2uirvZM
      8. Recount
      https://mods.curse.com/addons/wow/recount
      9. Grid
      https://mods.curse.com/addons/wow/grid
      Let me know what you think!!!! Love you,
      Tiqqle
    • By Insonia
      Hey so as the title suggests I'm looking for a bit of information on the state of the specs for tomb as I have been asked to reroll to fill in some of the empty ranged spaces we have now found ourselves with in our mythic team and I'm curious as to which is going to be the overall "stronger" spec I know that is completely subjective 
      but a general guide line as I am presently working on my frost weapon but I feel as though I should be working mainly on my arcane one due to changes that are coming but both of the specs are being "buffed" and fire seems to be trailing behind still 
      I was just hoping someone with more experience as mage could run me through this so I can better decide for myself what I am going to do :)